Author Topic: Official v4.7 Bugs Thread  (Read 32507 times)

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Offline waresky

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Re: v4.7 Bugs
« Reply #120 on: December 11, 2009, 11:18:27 AM »
Steve
am in Combat situation
3 Precursors are right out my max weapons range..my FC have enough weapons range capability.
My missile same
All r going as well..BUT...are more than 1 hours am click 2 minutes..or 5 or 1 hours advance time (Automatic r ON) and..5seconds ONLY every click passed.

ARE absolutely BORING situations.
AND are second time happens same.

Sure arent a bug in some Code-targetting line?
 

Offline Beersatron

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Re: v4.7 Bugs
« Reply #121 on: December 11, 2009, 11:36:42 AM »
Quote from: "waresky"
Steve
am in Combat situation
3 Precursors are right out my max weapons range..my FC have enough weapons range capability.
My missile same
All r going as well..BUT...are more than 1 hours am click 2 minutes..or 5 or 1 hours advance time (Automatic r ON) and..5seconds ONLY every click passed.

ARE absolutely BORING situations.
AND are second time happens same.

Sure arent a bug in some Code-targetting line?

Could it be that the interrupts are the Precursors detecting you and firing missiles at you but you just haven't seen the missiles yet?
 

Offline Beersatron

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Re: v4.7 Bugs
« Reply #122 on: December 11, 2009, 11:38:28 AM »
Quote from: "Brian"
Steve, I am not sure if this is a bug, or a suggestion.

Playing a new random start game with a conventional industry start.  After about 10 years of gametime I wondered why I was not seeing any civilian shipping.  I took a look at the civilian shiping info and there were no company's available.  Because there were no companies there were no ships.  This is despite the fact that a cheap colony and freighter design had been around since the 2nd year of the game.  There are multiple worlds in the system that are colony cost 2 and just need a smidgeon of terraforming to be a cost 0 planet.

Could we have a button to create a new civilian line in case this happens in the future.

Brian

I am not sure if this is a requirement, but do you have any Commercial Spaceports? I am pretty sure that previously (before shipping lines) you needed these before the civs started building anything.
 

Offline waresky

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Re: v4.7 Bugs
« Reply #123 on: December 11, 2009, 11:59:45 AM »
Quote from: "Beersatron"
Quote from: "waresky"
Steve
am in Combat situation
3 Precursors are right out my max weapons range..my FC have enough weapons range capability.
My missile same
All r going as well..BUT...are more than 1 hours am click 2 minutes..or 5 or 1 hours advance time (Automatic r ON) and..5seconds ONLY every click passed.

ARE absolutely BORING situations.
AND are second time happens same.

Sure arent a bug in some Code-targetting line?

Could it be that the interrupts are the Precursors detecting you and firing missiles at you but you just haven't seen the missiles yet?


Lol..
Ive right 3 Battle Squadroon inside this Solar System..
more than 30 Warships.
Active,passive,EM TH closer and Far range..no missile on range..from 60-turns-5sec each...zzzzzz

EDIT:ok...it's a some of "new" targetting delay Steve's system..now my missile on depart to enemy..but 5sec-turns r still active (Automatic r ON)..Amen.Am waitn for more speed time advance..
« Last Edit: December 11, 2009, 12:24:12 PM by waresky »
 

Offline Shinanygnz

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Re: v4.7 Bugs
« Reply #124 on: December 11, 2009, 12:16:55 PM »
I've done a fair bit of Precursor fighting.  Normally 45 secs for missile launch from them (in my game, depends on the tech they have of course), but I recently encountered a new class of ships and when my missiles were detected by them, they launched anti-missiles on a 5 sec reload time, so if you've fired a load of missiles at them that might be it.

Stephen
 

Offline Brian Neumann

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Re: v4.7 Bugs
« Reply #125 on: December 12, 2009, 05:55:00 AM »
Steve, I have been playing a conventional start game, gone about 15 years and have yet to see the first upgrade to a leaders admin rating.  Some of my scientists have there reasearch rating go up, but there has been no changes in the number of labs they can control.  It may just be a statistical fluke, but you might want to double check the code for when it is going to happen.  I deliberately set this up as a test for this and gave the race 1000 reasearch labs and put as many scientists to work as possible with multiple items qued for each and have still seen no difference.

Brian
 

Offline Beersatron

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Re: v4.7 Bugs
« Reply #126 on: December 12, 2009, 04:34:04 PM »
v4.76

Task Force Training does not seem to be increasing anything like in previous versions.
 

Offline sloanjh

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Re: v4.7 Bugs
« Reply #127 on: December 12, 2009, 05:19:50 PM »
I'm doing a quick conventional start campaign, just to see how things have changed.

On the industry tab, I started out building an academy at 100%, until I had researched TN technology.  At that point I paused the academy tasked and queued two conversion tasks at 50% each - one for industry and one for mines.  The screen is refusing to activate these tasks, even after 3 5-day updates.  For the first, I only had the academy task paused.  For the second, I had modified its percent to zero.  For the third (and possibly the second) I had toggled the paused button twice on the queued tasks, which put it into a "no" state - the update pushed it back to "queued".

[LATER]  Ok - I deleted the queued tasks and re-added them.  That worked, but it would leave things messed up if they had been partially completed.

John

PS - Are you planning to put out 4.8 within the next couple of days, or is it going to be a while?  I don't want to go too far down a 4.7x campaign if 4.8 is about to come out....
 

Offline Beersatron

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Re: v4.7 Bugs
« Reply #128 on: December 12, 2009, 05:22:36 PM »
Error in MoveEscorts
Error 11
Division by zero

I have a mixed fleet of cruisers and a salvager with orders to salvage wrecks. I have a fleet of destroyers set to protect the first fleet at no offset and 30k km from direction of threat. This pops up every time the first fleet moves to the next wreck
 

Offline Andrew

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Re: v4.7 Bugs
« Reply #129 on: December 12, 2009, 05:23:37 PM »
Quote from: "Brian"
Steve, I have been playing a conventional start game, gone about 15 years and have yet to see the first upgrade to a leaders admin rating.  Some of my scientists have there reasearch rating go up, but there has been no changes in the number of labs they can control.  It may just be a statistical fluke, but you might want to double check the code for when it is going to happen.  I deliberately set this up as a test for this and gave the race 1000 reasearch labs and put as many scientists to work as possible with multiple items qued for each and have still seen no difference.

Brian
I can defeinetly confirm that scientists do get an improvement sometimes , I just had one. It does seem rare though
 

Offline sloanjh

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Re: v4.7 Bugs
« Reply #130 on: December 12, 2009, 05:26:27 PM »
Clicking on an "Officer Health" event doesn't change the active leader on the Leaders page like it used to if the Leaders page is open.  If the Leaders page is closed, it will open it with the correct officer.

John
 

Offline sloanjh

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Re: v4.7 Bugs
« Reply #131 on: December 12, 2009, 05:33:08 PM »
I'm trying to queue a research project with a new lead scientist, but it keeps showing up as having the current scientist (working on an active project) as the lead of the queued project too.  Note that I've got all my labs devoted to a single project, both active and queued.

John
 

Offline sloanjh

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Re: v4.7 Bugs
« Reply #132 on: December 12, 2009, 05:43:00 PM »
There's something odd going on with promotions.  My academy produced a colonel several 5-days ago; that brought me to 9 colonels and 2 brigadier generals.  I would expect a colonel to be promoted, but that hasn't happened yet.  I thought it might be the automated turns causing the problem (they rock, btw :-) ), but I just did a manual 5-day advance and still no promotion.

The same thing happened with my naval officers.  I first noticed it when I had 7 O2 and 25 O1.  It wasn't until I hit 27 O1 that a double-promotion happened.  This may have something to do with start-up - I'm stil pretty near the start of the game.

John
 

Offline Brian Neumann

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Re: v4.7 Bugs
« Reply #133 on: December 12, 2009, 06:08:12 PM »
Quote from: "sloanjh"
I'm doing a quick conventional start campaign, just to see how things have changed.

On the industry tab, I started out building an academy at 100%, until I had researched TN technology.  At that point I paused the academy tasked and queued two conversion tasks at 50% each - one for industry and one for mines.  The screen is refusing to activate these tasks, even after 3 5-day updates.  For the first, I only had the academy task paused.  For the second, I had modified its percent to zero.  For the third (and possibly the second) I had toggled the paused button twice on the queued tasks, which put it into a "no" state - the update pushed it back to "queued".

[LATER]  Ok - I deleted the queued tasks and re-added them.  That worked, but it would leave things messed up if they had been partially completed.

John

PS - Are you planning to put out 4.8 within the next couple of days, or is it going to be a while?  I don't want to go too far down a 4.7x campaign if 4.8 is about to come out....

When you pause the task they do not go to an inactive state as far as determining if anything else can be used.  In other words they are still using the industry, just not producing anything.

Brian
 

Offline sloanjh

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Re: v4.7 Bugs
« Reply #134 on: December 12, 2009, 09:18:08 PM »
Quote from: "Brian"
Quote from: "sloanjh"
I'm doing a quick conventional start campaign, just to see how things have changed.

On the industry tab, I started out building an academy at 100%, until I had researched TN technology.  At that point I paused the academy tasked and queued two conversion tasks at 50% each - one for industry and one for mines.  The screen is refusing to activate these tasks, even after 3 5-day updates.  For the first, I only had the academy task paused.  For the second, I had modified its percent to zero.  For the third (and possibly the second) I had toggled the paused button twice on the queued tasks, which put it into a "no" state - the update pushed it back to "queued".

[LATER]  Ok - I deleted the queued tasks and re-added them.  That worked, but it would leave things messed up if they had been partially completed.

John

PS - Are you planning to put out 4.8 within the next couple of days, or is it going to be a while?  I don't want to go too far down a 4.7x campaign if 4.8 is about to come out....

When you pause the task they do not go to an inactive state as far as determining if anything else can be used.  In other words they are still using the industry, just not producing anything.

Brian

Thanks, but I'm pretty sure that there's still a bug here.  I had knocked them down to using 0%, and the other tasks still didn't un-queue.

John